Patch Notes Update Server Update Incoming - 19.06.2015

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SHIELDS RECHARGE AT STATIONS PLEASE.

I don't think this is going to happen, although I wish it would. But it could be considered an exploit.

Anyway, thanks for fixing the repair and wear and tear costs. This makes much more sense than the way it was.

 
Hi everyone,

a server update is incoming at 3.30pm BST. They will be down fore up to 30 minutes.

There are two changes for this update. The first addresses the server stability issues encountered last night and the second tackles the repair cost issue.

The fix should bring repair costs into line according with a module’s cost and current integrity; at zero health the maximum repair cost should be one percent of a module’s base value.

The net result should be fewer trivial repair costs and fewer costs that are crazy high. Overall, repair costs will be higher, but importantly, they will be consistently in accordance with module worth; coupled with the following change for ship integrity, on average overall repair costs should be lower.

We’re bringing ship integrity repair costs into line. Maximum integrity repair costs will be one percent of the ship’s hull cost, down from 5%; still potentially significant, but no longer so high as to tempt Commanders into trashing a ship and paying the insurance premium over fixing it back up.

Thanks

Michael

Thanks Michael.

Any chance of an update on the fixes mining needs?

I don't know about anybody else, but my top four are:

(1) fixes to the refinery, it has gone from bad (beta-1.1) to worse (1.2) to horrible. In the 'good old days' when there was a refinery communication error the bins would simply need allocating manually. In 1.2 sometimes when there was a refinery communication error whatever you manually allocated would disappear in a puff of logic. Now in 1.3.5 whatever you manually allocate will disappear in a puff of logic - and even when you don't have a refinery communication error the bins frequently just disappear their contents.

Here's an example of how bad that is: I recently found an asteroid in a high intensity pristine metallic resource site with 48-60+% osmium (only - no other materials were in the 'roid). My expected return from that is around eight tons of osmium. Instead, I only got three, because say there is 95% in the bin, and a fragment worth 55% gets collected. You get one ton of osmium (yay!) and 50% of a ton sitting in the hopper ... and when you allocate it to the bin *poof* it disappears (not yay! the opposite of yay!)

(2) prospector drones replace the most recent instead of the oldest when you put a new one out, which basically means there's no point in having a prospector module of size greater than 1

(3) fragments are still spawning inside the asteroid, which will kill all your collectors (NB: I'm pretty sure I never saw this before 1.3 came along, or if so it was exceedingly rare, now I'm encountering this a couple of times every mining session)

(4) at some point in recent memory the collectors wouldn't pick up cargo you jettisoned (I think that was the version where there was only one kind of jettison instead of two (jettison/abandon). That was great. Can we have that back please?
 
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... other times I am sitting twiddling my thumbs for extended periods of time. The later doesn't make for much fun at all.

That happened to me yesterday, was kinda weird (high int. RES). Also, when at a different RES ealier, it was all going ok and then all of a sudden over the space of a minute or so, all other ships just vanished except for a couple of miners.

Ian.
 
Hi everyone,

a server update is incoming at 3.30pm BST. They will be down fore up to 30 minutes.

There are two changes for this update. The first addresses the server stability issues encountered last night and the second tackles the repair cost issue.

The fix should bring repair costs into line according with a module’s cost and current integrity; at zero health the maximum repair cost should be one percent of a module’s base value.

The net result should be fewer trivial repair costs and fewer costs that are crazy high. Overall, repair costs will be higher, but importantly, they will be consistently in accordance with module worth; coupled with the following change for ship integrity, on average overall repair costs should be lower.

We’re bringing ship integrity repair costs into line. Maximum integrity repair costs will be one percent of the ship’s hull cost, down from 5%; still potentially significant, but no longer so high as to tempt Commanders into trashing a ship and paying the insurance premium over fixing it back up.

Thanks

Michael

Even the executive producer is confused by this games repair costs. :D
 
May I humbly suggest that rather than focusing on punitive issues such as costs, reputation decay, and so forth - you might consider working on rewards?

You remember what dog training was like before it was generally decided that positive reinforcement was a good thing? Sometimes ED feels a bit like that - I'm hit with a folded newspaper more often than I'm given a treat.

Just a suggestion. :)
 
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